//============================================================================= // KFProj_HEGrenade //============================================================================= // High Explosive Grenade projectile class //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibso //============================================================================= class KFProj_HEGrenade extends KFProj_Grenade hidedropdown; defaultproperties { bWarnAIWhenFired=true LandedTranslationOffset=(X=2) ProjFlightTemplate=ParticleSystem'WEP_3P_MK3_EMIT.FX_MK3_Grenade_Mesh' ExplosionActorClass=class'KFExplosionActor' WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MK3_Grenade' // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=300 //300 DamageRadius=650 //800 DamageFalloffExponent=2.f DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_Explosive_HEGrenade' KnockDownStrength=0 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HEGrenade_Explosion' ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_HE.Play_WEP_EXP_Grenade_HE_Explosion' // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.0 ExploLightFadeOutTime=0.2 // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade' CamShakeInnerRadius=200 CamShakeOuterRadius=900 CamShakeFalloff=1.5f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 // Temporary effect (5.14.14) ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' AssociatedPerkClass=class'KFPerk_Commando' FuseTime=1.0 }